Wizard
Base Class: Wizard

The Myomancer eschews the wands and orbs of other mages as instruments of distraction. They instead seek union of the mind and body as a pure physical channel for arcane power.

Hands-On Wizardry

Your athleticism and ornamentation of your arms and fists not only accentuates your physique, they empower your (already quite powerful) arms.

  • You gain proficiency in the Athletics skill.
  • While wearing forearm, wrist, or finger jewelry or other adornments worth at least 1sp, your fists and those adornments are treated as simple melee weapons with which you are proficient doing 1d4 bludgeoning damage on a hit, and may be used as a focus for your Wizard spells.
  • While your arms are adorned you may use Intelligence instead of Strength for the attack and damage rolls of your adorned fists, and you may add your Intelligence modifier as a bonus to Athletics checks made to grapple.

Martial Motions of the Muscular Mage

Starting at 2nd level, you can engage in a physical display just as powerful as it is impressive, provided that you aren't wearing armor, using a shield, or wielding any weapon but your adorned arms.

You can use a bonus action to start the show, which lasts for 1 minute. It ends early if you are incapacitated, if you don armor or a shield, or if you wield a weapon aside from your adorned arms. You can also end the display at any time (no action required).

While you're getting your plump on, you gain the following benefits:

  • You may add additional force damage to hits made with your adorned arms. The force damage is equal to your proficiency modifier.
  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • You have advantage on Strength (Athletics) checks.
  • You gain a bonus equal to your Intelligence modifier (minimum of +1) to any Constitution saving throw you make to maintain your concentration on a spell.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Jab-Cross

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action with your adorned arms on your turn.
Further, you can cast a cantrip in place of either one of those attacks.

Float Like a Butterfly, Flex Like a G

Beginning at 10th level your muscles can flex strong as iron or flow soft as silk.

  • You gain proficiency in Strength saving throws. If you already have this proficiency, you instead gain proficiency in Dexterity saving throws, or Constitution saving throws if already proficient in both Strength and Dexterity saving throws.
  • While flexing in martial muscular motions, you have advantage on Strength and Dexterity saving throws.

Flexing Reality

Starting at 14th level, strikes made with your adorned arms take on overpowering force. When landing a blow with your adorned arms you may choose to apply one of the following effects:

  • The target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • The target must succeed on a Constitution saving throw against your spell save DC or be stunned until the end of the its next turn. the target may repeat the saving throw at the beginning of its turn to end the effect early.
  • The target is pushed 10 feet away from you if it is a Large or smaller creature.
  • The target must succeed on a Strength or Dexterity saving throw (their choice) against your spell save DC or be grappled by you.

While engaged in muscular martial movements the damage die of your adorned arms is a d10, and when taking the Attack action with your adorned arms you may make an additional attack with your adorned arms as a bonus action.

School Of Myomancy Image

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